Tuesday, October 2, 2012

"Loving the Bones" in Game Developer magazine, October 2012

I adapted my blog post into a short article for the October 2012 issue of Game Developer magazine, promoting the art of the humble texture flat as its own art-form and mode of appreciation. The three masterpieces discussed are: Rob Laro's tankbuster sheet, Thomas Varoux's palace lightmap, and Anna Anthropy's miner spritesheet. Together, I thought they represented a good cross-section of non-photorealistic / desktop / mobile / 3D / 2D / environment / character art going on today. Pick up an issue of GD mag at the game convention nearest you, or squint at this low-res but somewhat legible clipping to the left.

Wednesday, September 26, 2012

A bit about Convo.

Convo is a tactical squad romance about applied linguistics and binge drinking.

I remember when I was of legal age (okay, well, of kinda somewhat legal age) and I started going to bars. Who teaches you how to behave at a bar? How do you know how much to tip a bartender if at all ("$1 a drink, usually, in the US") or what tabs are ("you pay when you leave") -- is it weird if you're there by yourself? (Sometimes.) When do you buy a round for everyone? (Sometimes.) When is it okay to check your phone? (It depends.) There are all these rules of socialization that we internalize without thinking, practicing them until they become reflex. Different bars in different places have different rules, and we wordlessly sensitize ourselves to each arena.

But even before we enter bar culture, we get socialized at a much more basic level -- in the art of conversation. How do you know when it's your turn to talk? When can you make a joke? When can I leave a conversation?

My prototyping process has involved a lot of linguistics research along these lines, mainly focusing on an old (now somewhat irrelevant?) branch of applied linguistics called "conversation analysis." It might be really hard to teach an AI just how to time its responses and get into the rhythm of things, but there are 5 year olds who effortlessly achieve gapless conversation on a daily basis. I find that fascinating -- and where there's elegance and an element of timing, there's strategy and a game.

To be clear, my goal isn't to solve "procedural conversation generation" in any way, but rather to sidestep it. Convo is NOT about "what" you say or "how" you say it -- it's mostly about "when" you say it.

I'll post more about Convo as I develop it.

Wednesday, September 19, 2012

A People's History of the FPS, on Rock Paper Shotgun


I've turned my No Show Conference talk into a 3-part essay series for Rock Paper Shotgun. It argues for a long-standing but suppressed tradition of non-industry involvement in the first-person genre, and that the nascent "renaissance of the FPS" isn't really that recent. Instead, we mentally blocked out the "innovation", then complained why there wasn't any innovation.

Part 1 talks about the Doom WAD scene and the murder of Myst.

Part 2 argues that FPS mods were a way to break into the game industry, so we had to think like the industry too, even if it was dysfunctional / self-destructive for us to do so.

Part 3 observes that many people mod today without any regard for an industry job, and the career path for post-amateur modders is now unclear because of the indie scene. It also argues that many mods are now "postmods" in that they don't care if they ever get played, among other reasons.

Tuesday, September 18, 2012

How to Make Games with Twine

Public service announcement: Anna Anthropy has written a great short tutorial on making games using Twine -- it's perfect for people with little or no game development experience at all, and will allow you to make cool text-based games with choices and stuff.

Friday, September 14, 2012

"Do you think shooters take themselves too seriously?"

I was asked my opinion on this very important topic (?!) for a Kotaku piece and given the editorial constraints, the author chose to quote only the first paragraph -- which is understandable, it's a self-contained thought and I sent her too much -- and she was using "serious" differently. However, the piece did end up misquoting me by omission / editing. Again, it's not that it's her fault (it's not) or that I'm upset (I'm not!), I just should've expressed myself better. And written less. Here's the full text of what I sent:

If you're actually serious about war, then military shooters get 99% of it wrong. The US fights wars with unmanned drones, viruses, trade embargoes, and giant bases they airlift to the middle of Afghanistan. More significantly, they these games argue war is something inherently winnable, to some degree, through personal agency. The video game depiction of war is so misleading that we have to consume it as fantasy.

So, instead, I think modern military shooters are best understood as Hollywood blockbuster action movies. If we think about it like that, Die Hard takes the geography and materiality of the setting (the mechanics of action) VERY seriously -- in the beginning, Bruce Willis' character takes his shoes off to relax his feet on carpet because he's a stressed-out NYPD cop, but then later he has to walk on broken glass with his bare feet, which has consequences. The movie spends a lot of time on this, and makes sure the line of causality and punchline for the bare feet are all consistent and feel earned... but it spends all of 2 minutes dwelling on the thematic backdrop of terrorism and Japanese-American corporate culture. Bruce Willis is charismatic and human enough for Die Hard to work like this.

Tuesday, September 11, 2012

Excavating Adam Foster

UPDATE, 19 June 2014: I've given up on this and I've open-sourced the project files.

I'm approaching my Someplace Else port to Source very differently from how I approached my early work on the Anomalous Materials chapter of Black Mesa Source. There, I felt I had significant license to add rooms and change architecture styles.

Because Someplace Else is so combat-heavy, it feels strange to do that. Anything beyond higher resolution textures, new shaders, and more surface geometry requires justification, which means studying what Foster did and extrapolating what he would've done with more resources and higher memory limits.

In the history of level design archaeology, I think the most convincing piece of writing has been Channie on the laundry room in Favela from Modern Warfare 2.

I don't think I'll be able to achieve such certainty about something, but it'll be fun to think about.

Thursday, September 6, 2012

Greenlight, briefly.

$100 is not a huge amount of money to me. It's okay if it's not a lot of money to you either. Being rich and having privilege is not a crime -- however, being oblivious and insensitive is a crime, or at least unethical. You should own your privilege: understand what that means and understand that others have much less or much more.

As game designers, you should already know that it doesn't matter what a rule was intended to do. It matters what a rule actually does.

And when a lot of indies are brave enough to admit they're poor, and say that this rule discourages them from submitting to Steam for their best / only chance at some semblance of financial security based on their very good and deserving work (look at any indie's released sales numbers and the pie chart looks like Pac-Man with a nearly closed mouth; that is Steam's market share) -- when they say they are in pain, I am not going to tell them their pain is their own fault, or that their pain is imaginary, or that they're better off with their pain anyway.

Poor people deserve to make and profit from games too.

So please don't shut people out, because that's just one more door we'll have to kick down.

What I'm Working On Right Now

So after coming back from Europe last month, I thought about why I haven't been good at finishing things these past few months, and I've decided to try making something different in a different way, and to see how well that goes. That means no first person, no reliance on written narrative, no vast architectural worlds, and no "art + writing first" approach, which is what I've been doing (with varying degrees of success) for the better part of this year.

Convo is a squad tactics game about linguistics and binge drinking, and I'm working on systems / interface first... I've never paid so much attention to UI before. I have a few ideas as to how to structure the narrative and such, but I'm avoiding anything resembling implementation right now. Roughly, I'd say it's based on the notion that a game narrative's job is to emphasize and/or problematize a game's simulation gap.

Someplace Else: Source is a Source remastering of Adam Foster's Someplace Else, in anticipation of Black Mesa Source's impending release and the 5th anniversary of Minerva: Metastasis' release. If you're interested in partnering for Minerva Day in some form (fan art? photography? sculpture? design criticism? fan fiction? etc.) then please get in touch.

I'm also in the middle of writing a three-part series of essays for Rock Paper Shotgun. It'll probably appear in about 2-3 weeks, and the whole thing will get published across a single week -- so lucky you, not much waiting involved.

Stay frosty.

Saturday, September 1, 2012

Levels to Look Out For, September 2012

Hey, I just remembered to do these again, so here's some recent work-in-progress environment art / level design deserving of your notice:

Victorian City by Marc Thompson
I always thought art deco was a strange choice for Thief 2 to pull from. Architecturally, they started from medieval and skipped right past baroque, art nouveau, neogothic, and victorian styles, which always seemed ripe for use in a steampunk urban setting. Thief 3 channeled some straight-up gothic as well, which was disappointingly generic. Wouldn't these other, more sculptural styles, show-off your fancy newfangled normal mapping tech better than some boring brick insets? Oh well, here's hoping Thief 4 fares better -- Thompson offers a convincing glimpse of what a next-gen shiny victorian style might look like in a contemporary engine, with some really great use of fog.

Thursday, August 30, 2012

Where My RomComs At?

This is a post for the "New Horizons" blog round table thing at Critical Distance.

Literature, music, theater, and film all have long traditions of the "romance" -- and specifically in the Western romantic comedy tradition, it's usually about a handful of characters comically misunderstanding or misjudging each other until they're all forced to confess their true feelings, and then it ends with a top 40 pop song and a wedding.

Video games, comparatively, have a really weak romance tradition.

The closest thing I can think of is the casual time management / career simulator games that Emily Short regularly reviewed for her Homer in Silicone column.

Tuesday, August 28, 2012

The Company of Others.

Very few people read the dictionary for fun -- and generally, the people who refer to it as some sort of authority on language, well -- very few people read those people for fun either. They are the people who ruin conversations by googling whether Kevin Bacon's first role really was in Animal House when establishing certainty is never the point. In fact, certainty makes things worthless.

That's why the act of naming is a powerful act. It implies mastery and ownership over something, it imposes limits: North America. Adam. Drosophila. So it must be pretty to think you're some sort of intrepid explorer charting undiscovered countries, setting your flag down in alien soil. Civilization. Wilderness. Barbarians.

Many games have a notion of sportsmanship. When you're, say, 6 years old, you learn that arguing in a game of tag is foolish. Competition is not an excuse for selfishness and ruining the game for others. It's even more foolish when the game has no end in sight; when victory is impossible or irrelevant; when, clearly, the point is just to enjoy running around in the company of others.

I think formalism has its uses. Arguing about whether something's a game or not, however, when the designer and at least one player clearly find it a compelling and/or playful experience of some sort and use the word "game", is probably the most wasteful application of formalism possible. You're not "furthering the advancement of game design" or whatever by negging someone's work, you're more likely just making the developer feel like shit.

Games are for people who care about what games are, about the purity of genres and mechanics, the thrill of a kill -- and that's okay. However, games are also for us, we who simply enjoy running around in the company of others.

So join us if you want, it's your call. 

But if you don't, then please, just get out of our way. We have a game to play and you're interrupting us.

Monday, August 20, 2012

Thirty Flights of Loving, by Brendon Chung.


The first time it happened was in late 2004.

It was 4 AM and I had just completed the "Cradle" level of Thief 3 -- and its complete conceptual brilliance, a ghost story where you must become a ghost, through narrative, through puzzles, through death, through hiding seamlessly from NPCs or "ghosting" in Thief community parlance -- it overwhelmed me and I started laughing uncontrollably, rocking back and forth in my bed. The only sensible response to staring directly into the face of genius was utter insanity.

The second time it happened was a few months ago.

It was noon and I had just completed Brendon Chung's new release, Thirty Flights of Loving.

Saturday, August 18, 2012

GDC Europe diary

I heard a story about how a certain indie developer fled from an angry mob.


He and a friend wanted ice cream, so they went to a remote island famous for ice cream.


Unfortunately, he ended up punching a clown in the face for some reason.


It was implied that the clown was particularly beloved by the small remote town specializing in ice cream, so a large mob quickly formed to attack said indie designer.


His friend jumped on a nearby motorcycle and started speeding off.


The indie designer ran after the motorcycle, just barely jumping onto the back. They escaped, but they never got any ice cream.

Sunday, August 12, 2012

BRB. GDC Europe.

Blog updates are on the backburner for this week... I'm currently in Cologne, partying the only way Europeans know how / crunching on the last touches on my slides. I recently ran through the whole thing and I came in at just under 50 minutes, so I'm pretty happy with how it's going.

If you'll be at GDC Europe, come see my talk on Tuesday at 5:30 in Congress Saal 2, 4th level. I don't know if I'm getting recorded, but if I am I'm sure it'll be in the GDC Vault or something.

Wish me luck!

Thursday, August 9, 2012

The flat as art; the aesthetics of UV maps.


So the celebration of visual arts in video games like "Into the Pixel" is cool in one sense, but a little dishonest in another -- concept art is not video game art -- that is, it's not the art asset that goes into the game. Rather, I'd argue that the more authentic video game art is the sprite sheet, the texture atlas, the lightmap, the UV map. It's all about the flats. Understanding them requires understanding games on some level. ("UV means ultraviolet, right?")

I propose three aesthetics / three approaches to appreciating the flat:

Tuesday, August 7, 2012

"In Ruins" by Tom Betts


"In Ruins" is a first person procedural platformer-explorer thing. Spoilery critique after the jump:

Monday, August 6, 2012

How to dig holes in Unity3D terrains.


UPDATE FOR 2019: This post is 7+ years old, and new versions of Unity have updated the Terrain system. In principle, this technique should still work -- but the specific code and variable names are probably broken. I have no plans to update this post. Good luck.

Say you're making a Unity game that takes place in a large landscape dotted with windmills, and some of these windmills have tunnels that lead underground. But in Unity, the terrain collider is generated from heightmap data: it's essentially one giant bumpy plane. You can't punch holes in it.

Can we hack it to achieve the same result? Yep. Here's one way, there are two parts to it:

1) Hiding a piece of terrain geometry with a "depth mask" shader.
2) Disabling the collider so the player (or whatever) can pass through the hole, but collides with terrain other times.

If you need more detail, here's my specific implementation:

Friday, August 3, 2012

On "Gaymercon"

The main perpetrators behind pushing "video game players as a political identity," or the existence of "gamers," are the industries and companies who seek to profit from it. I have no objection to corporations interacting with politics as long as those interactions are visible and transparent -- but the "gamer" was invented, and is still largely owned, as a marketing ploy ("Buying Call of Duty is a form of personal expression!") and if you believe otherwise then you're fooling yourself at the behest of whoever makes these incredibly patronizing ads.

However, I'm content to let that discourse exist, far from the indie / academic / game design scenes where I frequent, where no one uses the word "gamer" unironically and if you do then it marks you as an outsider and you feel awkward as the room visibly chills around you and you resolve to never use the word again. (Okay some academics like the word and use it for explanatory power, my bad, I guess it's just personal revulsion on my part, then.) People who readily identify as "gamers" don't directly hurt others, so I don't really care, so do and believe what you want.

But when that word poisons something that I actually value, like a conversation about being non-straight in society -- that's when I'm not so sure about this.

The Best Unity3D Tutorial Writer In The World

I hate video tutorials; they're slow, you have to consume them linearly / it's hard to skip around, and frankly I just don't think they add much unless cursor movements really matter, as in a ZBrush DVD or something. Textbooks (like, made out of paper) also suck because you can't click on the words.

Jasper Flick's Unity coding tutorials, then, are a revelation: a short essay, written in plain language, rendered on a clean webpage with non-patronizing glossary, just enough screenshots, and code snippets that link you to the relevant documentation. Wow.

You'll learn a lot about C# concepts / syntax too, which is what makes this series especially great, a focus on general fundamentals. So many tutorials hinge on a structure like "use rigidbodies to make enemies die" but Flick is more about "make enemies die to learn how to use rigidbodies."

The impeccable structure comes at a significant time-cost to Flick, so he's soliciting donations to add more tutorials, using a pretty novel timer mechanism.

Maybe I'll chip in. I just read his tutorial on mesh generation and custom inspectors and I feel like I can take on the world now.

Tuesday, July 31, 2012

"Mission Improbable" by Magnar Jenssen and Rick D


It's fascinating how two of the most polished Half-Life 2 single player campaigns (Magnar and Rick's newly released Mission Improbable and Adam Foster's MINERVA: Metastasis) totally ignore the gravity gun and dispense with the most iconic piece of the original game.

The implied argument, then, is that the gravity gun can't replace the sheer killing power of the AR2. The gravity gun is a gimmick, it only gets used as a last resort -- after hordes of zombies in Ravenholm eat up all your ammo.

Or maybe we, as designers, avoid the gravity gun because we can't control it. There's no "gravity gun ammo" to ration out. We have to contrive really specific puzzle-like situations to overcome how much players loathe using it: here, pick up these mines and shoot them at the chopper, or here, pick up these sawblades, or here, pick up these strider-busters.

Some last remarks: the brushwork and custom assets in Mission Improbable are meticulous. The setpieces are large and involving. There's some strong Robert Briscoe influence in the pair's interpretation of Combine architecture. Good variation of encounters and effective use of manhacks. The car still feels like an afterthought, but there wasn't much room to expand the car portion anyway, I suppose.

Anyway. It's very pretty and very playable, so give it a go.

(DISCLOSURE: I beta-tested this mod.)

Sunday, July 29, 2012

Thief 1's "Assassins" and environmental storytelling.


Thief 1 and 2 didn't have an "open world" structure. They got around this constraint (and arguably, surpassed the "open world" as an organizing principle) by inventing their own level design conventions and expectations.

From the very first mission of Thief ("Lord Bafford's Manor"), there's always a safe "outside" area and then the actual "interior" you must infiltrate and mercilessly loot. The outside is usually an open space with a skybox, the public space where you can roam outside mansion walls or in city streets with little danger or penalty -- your first task is to figure out what to infiltrate and how to do it.

By the fourth mission of Thief 1 (and, what I argue, the best mission of the game) you are pretty well accustomed to this design pattern. And that's when Looking Glass flips the script a bit.

Tuesday, July 24, 2012

"Lighting Design for Level Designers" @ GDC Europe 2012 / 1st Annual Radiator European Tour

I'll be speaking at GDC Europe this year on "Lighting Design for Level Designers" at 5:30 PM on Tuesday, August 14th. That's in about 3 weeks! Yikes.

The session will focus on lighting patterns and light fixtures as ludonarrative / ludodiegetic devices, and describe some useful lighting design terminology I learned from a lighting design course I took at Parsons, how I've applied it to games, while mixing in some of the relevant bits from Randy Smith's seminal GDC 2006 talk.

Radiator readers: I'll be in London the weekends before and after GDC Europe. Feel free to hit me up, in London or Cologne, to drink beer and argue about games or something. (Tweet at me??? That's what the kids do, right?) Also, if there's some sort of RPS Social Club thing going on, I'll try to swing by that too.

Monday, July 23, 2012

"March" by Mindful XP


"March" is a first person art-platformer in your browser (never thought I'd type that) about a relationship by some students at Carnegie Mellon.

Brief spoilery review after the jump.

Sunday, July 22, 2012

Zobeide at Lunarcade Sydney, August 3-9

Zobeide will have its public debut in Lunarcade at Serial Space, running from August 3rd - 9th. The Facebook thing is here if you're into that. Here's the scoop:
Exploration is a universal subtext in games. The ‘fog of war’ and line of sight are emblematic tropes of exploration as well as a persistent motif of video games – almost every game involves the implicit mapping of uncharted virtual or representational territory. However, interpreting exploration has a second approach: we can explore uncharted, artificial territory within a game as well as explore the meaning of a work as situated within the real world – we can explore the video game itself as an artifact for the communication of meaning.

Bientôt l’été – Tale of Tales
Dear Esther – Dan Pinchbeck
J.S. Joust – Die Gute Fabrik
Lifeless Planet – Stage 2 Studios
Memory of a Broken Dimension – XRA
Thirty Flights of Loving – Brendon Chung
TRIP – Axel Shokk
Zobeide – Robert Yang

Opening: August 3rd, 6 – 9 pm
Exhibition Hours: August 4th & 5th, 12 – 6 pm, August 6th-9th, 12 – 8 pm
J.S. Joust events – daily at 7 PM
I'm also really honored to be mentioned in the same breath as some of these fantastic games and designers! Unfortunately, I won't be able to make it to the opening -- I'll likely be locked inside my Brooklyn apartment, frantically putting together my GDC Europe talk together at the last minute -- but have a blast and enjoy some JS Joust, Australians!

Also: Thirty Flights of Loving is one of the most important games made in the last decade, so make sure you play it at some point.

Also: LONG LIVE NARRATIVE, DEATH TO "MECHANICS" AND "GAMEPLAY"! BURN IT ALL!

Friday, July 20, 2012

Return to Zobeide.


To tell the truth, I had kind of forgotten about Zobeide. My Twine / Unity interface experiment, instead of being my own version of Unmanned's interface, was strange and broken. People kept forgetting the text was there. But after conferring with some interactive fiction people at No Show -- where one had an interpretation of the game that made it sound much more fascinating than it really was -- I think I know what to do with this.



Expect another announcement in a few days (or weeks?)...

Wednesday, July 18, 2012

How to integrate Unity and Twine.

EDIT, 16 May 2013: Unity has changed their Browser to Web Player communications, but just a little. Basically, you don't use "getObjectById()" anymore, you just use "getUnity()" to get a reference to the web player -- more details here.

*****

Okay, I'm one of those people who thinks the problem with interactive fiction is that it's not sexy enough. However, I think IF, as a mode of interaction, is extremely powerful and is quite possibly light years ahead of whatever we're doing with narrative / meaning in the latest 3D whiz-bang video games.

Then one day I realized -- I could combine the CYOA tool Twine with the web player export of Unity, and the two could possibly hook into each other through Javascript. Turns out, they can.

Unfortunately, the project I used it for -- well, it didn't really work out -- but maybe someone else can use it?

The Unity Web Player has a useful method Application.ExternalCall() that can call Javascript methods on the web page. Similarly, you can call SendMessage() from a page script to call a method on a specific GameObject and even pass strings into Unity. That's the gist. If you need more help / my code snippets, a more detailed guide is here:

Friday, July 13, 2012

The shape of crime and escape.

From "Payday: The Heist"
I went to another BLDGBLOG / Studio-X event: "Breaking Out Breaking In." This time, it was a panel with FBI agents, crime experts, and architects, all focusing on heists: what does it mean to break into a bank and how should we approach bank design?

As I sat there, I pondered a much, much, much more important question: how does it affect the ways we design video games and levels about heists. How should we abstract the heist?

Wednesday, July 11, 2012

On Planet Phillip entering hibernation.

I've never really agreed with his attitude / his community's general attitude towards art and level design, but I always deeply respected Phillip's mission to exist as a hub for single player Half-Life 2 maps and mods. I'm sure it took a lot of work to keep the community running and to keep putting up new content, and I guess it was finally encroaching too much on his personal life and other projects -- so now it seems that Planet Phillip is going into a sort of hibernation.

Thanks for existing for all these years, Mr. Marlowe.

Well, I predict you're actually going to come out of retirement soon, if only briefly, within the next few months. Some little birdies have been chattering about a certain improbable mod approaching completion...

Tuesday, July 10, 2012

Monday, July 9, 2012

"A People's History of the First Person Shooter" at the No Show Conference at MIT.

If you'll be in the Boston area, come see me (and a bunch of smart people) talk about games at the No Show Conference running from July 14th to July 15th at MIT. Hopefully there'll be some kind of livestream or webcast thing available. I'll fill you in on those details when I get them.

My talk is called "A People's History of the First Person Shooter."

Now, I love stuff like 7DFPS, but I disagree with some of the reasoning behind it -- that the FPS genre, in particular, is creatively dead and requires an injection of indie ingenuity. That's wrong; indies have been working in the FPS space for nearly as long as the FPS genre has existed, and continue to make amazing innovative work.

It just plays into the fact that the popular history of the genre is largely a company history, written by the big winners.

My goal is to outline an alternate narrative of game developer history, to talk about the need and methodology for a game developer history, and to explicate some currents of thought running through the cutting edge of first person design in the indie scene.

(If you're in the New York City area instead, I highly recommend attending the annual Come Out and Play festival and the annual NYC MP3 Experiment, both at Governor's Island this coming weekend.)

Friday, July 6, 2012

Rule Databases for Contextual Narrative... and spelling bees.


Valve's Elan Ruskin gave a fantastic talk at GDC 2012 on using "Rule Databases for Contextual Dialog and Game Logic" -- basically, the implementation behind the dialogue response system in Source games, most recently used in Left 4 Dead 2 and DOTA 2. I'm surprised more people haven't picked up on it because I think it presents some really effective research on procedural narrative systems.

A lot of game logic / narrative resembles a flowchart, especially with the advent of visual scripting systems like Unreal's Kismet or Twine -- resulting in this deeply entrenched concept of branching structure. Authoring and changing these individual branches is usually very expensive.

Thursday, July 5, 2012

On landscape porn.



We couldn't do large, open, video game environments before. Now we can. However, this kind of power is limiting in its own way; you just see the same concepts of grand sweeping vistas, over and over. It's very beautiful and expertly crafted, but it also resembles the same stagnation of a mud-brown rusty metal corridor decorated with skulls -- a certain lack of imagination.

Conceptually, this is Thomas Kinkade, repeating, instantiating, stretching endlessly past our view frustums to infinity. It's always the same sunlit painterly natural realism with some normal-mapped ruins in the foreground.

Monday, July 2, 2012

A short history of non-monoplanar first person movement.


I'm working on a new game that reuses a lot of Souvenir's code, so lately I've been doing more research into non-monoplanar first person movement, meaning you're not limited to primarily moving along the X and Z axis / traversing across a single, fixed, designated "ground" plane.

Traditionally, "noclip" flying / spectator modes have been the most common form of non-planar first person movement. However, I'm not a fan of it as a movement mechanic because you're always "right side up" above a ground plane. Your idea of space never really changes because that's not the point.


Shattered Horizon (2009) was a multiplayer FPS in space, where astronauts shoot each other while hovering around asteroids. From what I can grok in gameplay videos, players can rotate and hover freely, but they almost always maintain the same common "ground plane" as if there's a "right side up" in space. Common map layout terminology and directional lighting also reinforce the idea of a "top" of the map.

Thursday, June 28, 2012

Pardon the lack of updates...

... but I've actually been working on a game, for once.


I'll finish some writing this weekend through, probably.

(Sci-fi textures by PhilipK.)

Saturday, June 23, 2012

TRIP, a crazy psychedelic first person peyote simulator, is now available for purchase and play.



"TRIP is an exploration art game featuring an abstract world. There are no objectives, there are no enemies, just you and the world."



Sounds good to me.

Friday, June 22, 2012

Games for Change 2012, thoughts

This is from last year but it pretty much looked the same
A friend of a friend said the atmosphere was "masturbatory." I think that's about 50% accurate. Not much criticism goes on here, everyone just pumps each other up about their ventures and start-ups and whatnot. (I'm guilty of perpetuating this culture too; my "gay rant" consisted more or less of patting everyone on the back.)

But is there anything wrong with masturbation? It feels great, it doesn't hurt anyone, they should do what they enjoy -- so yeah, mixed feelings here.

I watched one presentation by the Tate, where basically they had a bunch of money and wanted to make games inspired by Alice in Wonderland -- and in a breathtaking squandering of opportunity and resources, they chose to reskin a pipe dream game / a matching cards memory game -- followed by some patronizing videos of mouth-breathing adults talking about how you used the memory in your brain to memorize cards.

And all around the auditorium, with my eyes like dinner plates, I saw people eagerly taking notes and celebrating this as something other than a profound lack of imagination that utterly betrays its subject material.

One feels almost as if G4C could use a bit of the drama that engulfs GDC / IGF each year.

Wednesday, June 20, 2012

Text of my "Gay Rant" at Games for Change 2012



I spoke at Games for Change 2012. It was very well-received, and I'm so relieved because I wrote and re-wrote this speech like 20 times, revising it constantly in the nights before the festival. Here's the full text, though I ended up flubbing some of the lines as well as running a few seconds over.

Hi, I'm Robert Yang. I'm an indie game developer as well as a practicing homosexual.

Sunday, June 17, 2012

"How to “Get Better”: Approaches to LGBTQ-relevant Video Games" at Games for Change Festival 2012

So on Tuesday, I'll be speaking at the 2012 Games for Change Festival at NYU about gay stuff in video games. Me and MIT-Gambit darling Todd Harper were originally going to tag team it, but as the schedule got finalized, the logistics for Todd zipping down here got less tenable, so now I'm just going to be dancing on my own.

I've been scheduled in a 5 minute time slot labeled "Rants" on Tuesday at 12:15 noon, on the main stage. That's just 5 minutes to foam at the mouth about heterosexual tyranny!

It's been difficult writing this talk because I don't really know the demographics of the audience here -- from what I can grok, it's mostly government / NGO education groups, some private sector education people, and the odd sprinkling of AAA game industry. (That means no Mass Effect jokes; that means an entire audience will lack fundamental video game literacy for a talk about video games; that means I'm screwed.)

But, uh, we'll see how it goes.

Thursday, June 14, 2012

Dan Lockton's Design with Intent


I remember reading Dan Lockton's original PhD blog, like, 5-6 years ago, and being impressed by his ability to explain usability concepts with his many real-life examples. One of the bigger problems in usability design today, I think, is that it's often theoretical or just pulls the rote academic examples from Donald Norman.

What I like best about Design with Intent is that it doesn't preach usability or design as a religion: bad design and obfuscated design, just like good design, can be important tools depending on your goals.

Anyway. If you're not familiar, and you have some sort of interest in level / game / any design at all, then flip through this slideshow and let Lockton crack a few eggs of wisdom on you.

Tuesday, June 12, 2012

7dfps, halftime report


Hey! I've been chugging away on my 7 Day FPS entry, "The Leaden Circles," a single player squad FPS based on Virginia Woolf's novel Mrs. Dalloway. I was planning on cross-posting all my updates here, but I decided it would've been too much, so read all my daily dev posts over there.

I also want to draw your attention to some other entries I've been watching:

"Table For One" tasks you with being an utter glutton, re-imagining Dinner Date as a physics puzzle with a playful Natural Selection-ish skulk cam perspective (best. view model. ever.) because hey, don't we see with our mouths sometimes? The current build is absurdly difficult, at least to me, so I hope he makes it easier!

"Europa Concept" looks like some sort of high fidelity sci-fi survival thing about crash-landing on one of Jupiter's moons (Europa is one of Jupiter's moons, right?) and managing your inventory and crafting and shooting, or something. The developer's quite a Unity veteran, so I'm sure this'll be pretty slick in the end.

Thursday, June 7, 2012

7dfps: The Leaden Circles, prep

(I'm making an FPS in 7 days, as are many other designers. This is cross-posted.)

"One feels even in the midst of the traffic, or waking at night, Clarissa was positive, a particular hush, or solemnity; an indescribable pause; a suspense before Big Ben strikes. There! Out it boomed. First a warning, musical; then the hour, irrevocable. The leaden circles dissolved in the air."

Mrs. Dalloway is a novel by Virginia Woolf about a rich white lady in 1920s London throwing a party for a bunch of random acquaintances she doesn't really care about. She does it because she likes the attention and it's good for her husband's career.

It's also about a smart-ass white dude coming back from India who judges everyone.

It's also about a depressed World War I veteran who's going insane, hearing trees sing in ancient Greek. It's also about.... well, 20 other people.

It's not an easy read on the first try. Virginia Woolf wrote it in a "stream of consciousness" style, meaning you go back and forth between different characters' heads, often without warning -- sometimes several times in a paragraph. Sometimes you're reading what he thinks she thinks he thinks, as filtered by her (?!) but trust me, it's rewarding. Part of the idea behind making this is that hopefully it'll make the logic and systems governing the book (novels and narratives are systems!) more apparent.

Now, most of the different book covers feature a portrait of some random lady on the front... which totally misses the point. My favorite version is the one above, Wassily Kandinsky's Akzent in Rosa (1926). Sure, the book is about a Mrs. Dalloway, but it's also about consciousness, some kind of unseen universe on the edges of human comprehension.

My plan is to adapt Mrs. Dalloway as "The Leaden Circles," a single player squad shooter with a stream of consciousness mechanic, kind of in a Space Hulk format. You'll ping pong between the different characters, chaining together thoughts, memories, and feelings -- and to win, you have to get this rich petty vapid white lady to feel something deeply profound at the end of the day.

I'll be using Unity, C#, Maya, Audacity, Photoshop, and source material from Virginia Woolf, CGTextures, FreeSound.org.

Let's do this, and good luck to everyone!